The planet is the client

This issue is a reader for a particular, activist blend of architectural approaches to the environment. It establishes a bit of (tendentious) context; it defines, and redefines, and argues over certain terms, clarifying the attitudes behind them; it documents our mistakes as evenly as our successes, so we can really understand where we’ve been and where we are now. And since we’re still hoping, it puts forward new design possibilities—which we promise don’t all originate in the 1970s. Your help on that would be greatly appreciated.

The planet is the client

This issue is a reader for a particular, activist blend of architectural approaches to the environment. It establishes a bit of (tendentious) context; it defines, and redefines, and argues over certain terms, clarifying the attitudes behind them; it documents our mistakes as evenly as our successes, so we can really understand where we’ve been and where we are now. And since we’re still hoping, it puts forward new design possibilities—which we promise don’t all originate in the 1970s. Your help on that would be greatly appreciated.

Article 1 of 13

Toys Shape Minds no. 2

Text by Daria Der Kaloustian

Carlson-Guenzani Systems, Inc. Cartel, The International Oil Game, 1980. CCA. BIB 195331, game 3

Itemation, Inc., New York. Energy Crisis, 1973. CCA. BIB 195331, game 6

Peppermill Publications, Minneapolis, Minnesota. Energy Crisis, Peppermill’s Energy Conservation Game, 1977. CCA. BIB 195331, game 5

Macmillan Game Company, Des Moines, Iowa. Gas Crisis, 1979. CCA. BIB 195331, game 9

Cadaco Inc., Concept Communications Co. & Amoco Oil Co., Chicago. The Mileage Game: Amoco®’s Highway Game for Drivers of All Ages, 1976. CCA. BIB 195331, game 13

Société Miro, France. Le jeu de l’énergie, 1978. CCA. BIB 195331, game 11

From 1973 to the mid 1980s, energy issues—the scarcity of oil, power struggles between producer and consumer nations, and the search for alternative energy sources—were a “hot button” topic. Games manufacturers took advantage of the situation to create and market various board games dealing with these issues and how they were unfolding.

The games tended to view oil as a source of power and wealth, as their names clearly indicate—Conquering Oil, King Oil, Black Gold, Oil Power. Players would get involved in exploration, buying oil, and resource exploitation. The aim of the game was inevitably to get rich: in Petropolis, the winner was the player who ended up owning the most oil wells, in North Sea Oil, the person who had accumulated the most oil dollars. Generally, these games were modelled on Monopoly, whose rules offer a close analogy to the workings of capitalism, but their packaging used images related to the oil industry.

Another category of games was geared to the dual concept of war/oil. Players were asked to simulate military manoeuvres aimed at clearing the way to taking over or protecting oil-producing nations. An example of this type is Oil War.

A third group, including Alaska Pipeline and Energy Crisis Game, presented strategies for managing an oil crisis. The purpose here was more educational, in that players had to take into consideration the demand for oil, and its varied uses, in order to plan the nation’s overall oil consumption.

Historians and researchers often see games as a source of information about the customs and concerns of a given era. The way games work, and their meanings and goals, are linked to the social context in which they are invented and popularized. Indeed, some consider games to be a primeval part of civilization.1 Towards the end of the 1970s, as energy conservation and the search for alternative sources became priorities, other games appeared on the market that took up these problems and gave players the chance to simulate solutions to them. In The Mileage Game, the winning player had to cover the greatest possible distance while wasting a minimum of energy; and Energy Quest involved research into and acquisition of a variety of new forms of energy.


  1. Roger Callois, “Préface,” in Jeux et sports, Pléiade Encyclopédie, no. 23 (Paris: Gallimard, 1991), 8–9. 

This text and the games mentioned originally appeared in Sorry, Out of Gas, a book published in 2007 to accompany an exhibition of the same name. Our collection holds a significant number of toys and games related to architecture and society.

1
1

Sign up to get news from us

Email address
First name
Last name
By signing up you agree to receive our newsletter and communications about CCA activities. You can unsubscribe at any time. For more information, consult our privacy policy or contact us.

Thank you for signing up. You'll begin to receive emails from us shortly.

We’re not able to update your preferences at the moment. Please try again later.

You’ve already subscribed with this email address. If you’d like to subscribe with another, please try again.

This email was permanently deleted from our database. If you’d like to resubscribe with this email, please contact us

Please complete the form below to buy:
[Title of the book, authors]
ISBN: [ISBN of the book]
Price [Price of book]

First name
Last name
Address (line 1)
Address (line 2) (optional)
Postal code
City
Country
Province/state
Email address
Phone (day) (optional)
Notes

Thank you for placing an order. We will contact you shortly.

We’re not able to process your request at the moment. Please try again later.

Folder ()

Your folder is empty.

Email:
Subject:
Notes:
Please complete this form to make a request for consultation. A copy of this list will also be forwarded to you.

Your contact information
First name:
Last name:
Email:
Phone number:
Notes (optional):
We will contact you to set up an appointment. Please keep in mind that your consultation date will be based on the type of material you wish to study. To prepare your visit, we'll need:
  • — At least 2 weeks for primary sources (prints and drawings, photographs, archival documents, etc.)
  • — At least 48 hours for secondary sources (books, periodicals, vertical files, etc.)
...